#Loadstone

4398 messages Β· Page 5 of 5 (latest)

white creek
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is this normal?

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I don't think I have ever seen it but I just noticed for like several months I didnt have Async on

crisp relic
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desync isn't normal as far as I'm aware
it seems to be an issue with some mod or set of mods, as it doesn't happen if you only use Loadstone, as well as a select few mods that I test against when developing new updates

crisp relic
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people like Lunxara have been using Loadstone basically since it came out without having major desync issues, and other people seem to have it weekly or more unless they change the config

thick quiver
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How many is many? πŸ˜…

crisp relic
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I wouldn't mess with object pooling
it's not fully functional

thick quiver
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isee ty for letting me know 😌

livid kelp
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Since you haven't worked on it in ages

crisp relic
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yeaah, I might get rid of it

livid kelp
crisp relic
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yeah, I'm just giving it a couple days to see if I get any issue reports
it can take a bit for issues to be reported sometimes, so I'm waiting as a precaution
I've had some major bugs not be reported in the beta for days, which then got reported within a few hours of the update going live

ashen crane
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I could change to unstable when playing on saturday

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We only play on weekends usually and last Saturday we played repo agony

livid kelp
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I uninstalled REPO

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I completely lost interest in the game

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lol

ashen crane
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I only play it for my friends when they want to

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It's just kinda boring

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One of them gifted me the game cuz I didn't wanna spend money on it, so I might as well play it with them

hollow ibex
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If we were to compare 5 months old LC to current REPO, they'd be equally boring.

lavish ginkgo
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Small suggestion
A real neat lil feature would be if during loading, you could add some strings in a config to create loading menu tips

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Or just, idk, memey stuff if people wanted

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like above/below the seed in a smaller font size, centered
That would be awesome

lavish ginkgo
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Is there?

burnt hull
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I think its just called loadingtips

lavish ginkgo
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is it customisable

burnt hull
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By Enova I believe

lavish ginkgo
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or just premade

burnt hull
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Yes it is

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It generates a txt file you can fill

lavish ginkgo
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nice, i will give it a look

lavish ginkgo
burnt hull
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It helps a lot

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also do this

lavish ginkgo
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doesn't /s work? i just read from their thread

lavish ginkgo
crisp relic
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hmmm
I wonder if loadingtips could have something similar to the music in Loadstone to where it fades out as the ship lands. I have that in Loadstone so you can still enjoy the music, even if the map loads quickly

lavish ginkgo
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Another suggestion i saw posted was to have the tips show when you're loading into a lobby

crisp relic
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also, I think I might want to add Loadstone compat with the mod in some way. It looks like the hints are entirely activated by checking when the loading text object gets enabled, but Loadstone disables that functionality depending on your settings

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hmmmm
or maybe that's a good thing? Since the hints should have the dimmed background, and only that one mode of Loadstone still has the dimmed background?

lavish ginkgo
livid kelp
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@crisp relic That's a massive size decrease with the new stable update what did you axe? lol

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Like you shaved off a whole 3mb XD

lavish ginkgo
livid kelp
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Oh possible

crisp relic
river sinew
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Was it ever figured out why Wesley's art museum interior's lights go green with this installed? I'm not talking about them flickering and green when the breaker is off, but them being a solid green when they should be on and look like a normal light.

crisp relic
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no, it hasn't

river sinew
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What an odd issue. Any other known interiors I should blacklist?

balmy prawn
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I just had problems with facility all modded interiors i played is working fine.

crisp relic
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No other interiors to blacklist that've been reported

proper carbon
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Wait hm

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@crisp relic wild fucking shot but newest peak has an unsolved bug where the map suddenly turns green super rarely

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Curious if they are somehow related

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It like probably isn’t but weird niche lighting bug that makes unity light green feels maybe kinda plausibly related?

crisp relic
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I'd guess it's probably coincidence, but maybe it could be related

leaden hearth
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wesleys museum interior specifically has green lights, but theyre only supposed to be on when the power is out and not always

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its just a coincidence

lavish ginkgo
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And on top of that, i've used both for the longest time and never had the green lights issue

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So its likely a specific setting or 3rd mod causing it

livid kelp
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@crisp relic You might wanna check it Loadstone might need an update for v73, there's been an issue where the game is inconsistently crashing when landing the ship that @marble scaffold and I think is cus of Loadstone

crisp relic
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I see, I'll have a look

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Could you send a mod pack and log files?

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Also, is it a hard unity crash, or something different?

marble scaffold
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hard unity crash

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possibly related to pathfindinglib

livid kelp
marble scaffold
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i have a different profile and a couple different crash logs

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each one looks different but most of them crash shortly after loadstone logs, some of them cite pathfindinglib in the stack trace, some of them have dungen functions in the crash, etc.

#
AinaVT-LethalConfig-1.4.6
BepInEx-BepInExPack-5.4.2100
ButteryStancakes-BarberFixes-1.3.0
ButteryStancakes-ButteRyBalance-0.3.0
ButteryStancakes-ButteryFixes-1.15.3
ButteryStancakes-Chameleon-2.2.0
ButteryStancakes-EnemySoundFixes-1.8.1
ButteryStancakes-JetpackFixes-1.5.4
ButteryStancakes-MaskFixes-1.5.2
ButteryStancakes-MeleeFixes-1.4.1
ButteryStancakes-WeedKillerFixes-1.1.2
Dev1A3-LethalFixes-1.2.8
DiFFoZ-HarmonyXTranspilerFix-1.1.0
DiggC-CruiserImproved-1.5.2
Fandovec03-SpiderPositionFix-1.5.3
Hardy-LCMaxSoundsFix-1.2.0
JacobG5-ReverbTriggerFix-0.3.0
LethalCompanyModding-VertexLibrary-1.1.0
Lordfirespeed-OdinSerializer-2024.2.2700
Rune580-LethalCompany_InputUtils-0.7.10
Zaggy1024-PathfindingLagFix-2.2.5
Zaggy1024-PathfindingLib-2.4.0
mattymatty-Matty_Fixes-1.1.35
xilophor-LethalNetworkAPI-3.3.2

these are the overlapping mods in our profiles, so something here is very likely culpable
(lunx uses loadstone, i use loadstone unstable beta)

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i havent gotten any crashes since disabling loadstone but the crashes were never 100% reliable in the first place, so that could totally be coincidence

crisp relic
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Fair enough
It's possible that one of the deeper patches to dungen's coroutines is causing issues

livid kelp
marble scaffold
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the big thing is that zeekerss updated unity from 2022.3.9f1 to 2022.3.62f2

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because of that CVE

livid kelp
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That too

marble scaffold
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but with it, he also updated NfGO (which changed a bunch of compiled functions, even though he didn't actually write any new code) and HDRP

livid kelp
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I have noticed that without Loadstone the game doesn't feel nearly as bad when landing as before

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So definitely some optimizations were done, still not as good as with Loadstone

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But it is better

marble scaffold
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pathfindinglib had to be manually updated with new offsets for native functions, im not sure if loadstone is digging in that deep though

livid kelp
halcyon sable
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It's probably on pathfinding lag fix side error, not load stone

livid kelp
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You should be able to see what it is with the crash.dmp file prob

crisp relic
plain jay
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Doesn't this mod need a recompile since the netcode patcher updated?

crisp relic
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Loadstone doesn't do any networking

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Though I have considered it so only the host has to calculate the dungeon, and also to help prevent desync

livid kelp
crisp relic
# livid kelp

it looks like it's crashing in Loadstone's navmesh patches
you can disable the navmesh optimization separately until I can work out a fix

livid kelp
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@alpine silo Seems like you guys found it's the same thing

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So it's AsyncNavmesh doing it?

crisp relic
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yup

livid kelp
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@marble scaffold

crisp relic
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I think I see what's happening
it looks to me like the navmesh data is somehow invalid, so when Unity tries to process it, it ends up crashing because Unity doesn't own that memory anymore
the question then becomes, why does the navmesh data not exist?

livid kelp
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Hmmmm, that is interesting cus it's also not consistent

marble scaffold
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i was wondering earlier today if asyncnavmesh might be related, since it's running into navmesh errors with pathfindinglib

livid kelp
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Maybe it's a conflict between the 2 mods rn

alpine silo
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I'm curious how you came to that conclusion? and have you reproed the issue?

marble scaffold
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but tbh i only use loadstone on my solo testing profile because of all the multiplayer issues, and so i would probably rather just keep it off than test asyncnavmesh

alpine silo
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I mentioned this in its thread but PathfindingLib has patches to hook navmesh modification in order to prevent it crashing the game in async pathfinding jobs

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it's possible I'm corrupting memory somehow

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I haven't had a chance to look at that yet though

livid kelp
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Yeah it's possible you missed something with the v73 update that was fine on v72

crisp relic
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Loadstone modifies how the navmesh generates to use NavMeshBuil;der.UpdateNavMeshDataAsync, rather than using the standard NavMeshSurface update function. Is it possible that that could be causing issues if it takes too long to generate?

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that would explain why it's inconsistent at least

alpine silo
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not unless I screwed something up

crisp relic
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hmmm

alpine silo
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I did account for async navmesh stuff

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I believe it joins to the main thread after it generates though

crisp relic
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for now I'll throw in a few extra prints for debugging and upload a new version so we can hopefully narrow down the issue, since the log output isn't giving any line numbers

livid kelp
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Maybe this will help, Buttery's profile was much smaller

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so it might show more stuff

crisp relic
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here's a new version with some extra prints for debugging @livid kelp. The only other difference is that this is built against v73.1 instead of v72.2

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if you get a crash with either of those, we should be able to tell exactly which function Unity is having issues with

marble scaffold
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i will give it a shot

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if only i knew some way to reproduce. basically just have to land the ship and roll the dice if it's anything like it's been the past couple days

marble scaffold
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ok, just got one

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lol

crisp relic
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also, I realize now reading the Unity documentation again that I can just yield return asyncOperation instead of the while loop I'm doing, but I'll fix that later lol

crisp relic
marble scaffold
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it's crashing during the asyncoperation, it appears

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after Waiting for UpdateNavMeshDataAsync to finish... before UpdateNavMeshDataAsync finished, refreshing surface data

crisp relic
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huh

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wait that's a different crash entirely than the one Lunxara sent earlier

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this crash is in PathbindingLib's patches

alpine silo
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yeah that's why I suspect I goofed something

crisp relic
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in the one Lunxara sent, there was no mention of PathfindingLib in the crash

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it seems like something probably changed in Unity's pathfinding logic that's causing some strange behaviour

livid kelp
crisp relic
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is it possible these pointer offsets changed?

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and that that change could be causing it to not lock during the async navmesh operations?

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or maybe these offsets could have changed?

livid kelp
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Maybe, @alpine silo Did you notice any of these methods being changed while working on PathfindingLib?

marble scaffold
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still no steps

crisp relic
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does it crash consistently if you land on the same seed with the same weather?

marble scaffold
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that's an interesting question actually

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i have a save routed to dine (been testing v73 stuff) and i just load that and land it

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so it's dine with standard weather

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i could try forcing seeds with imperium to see what happens

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or does loadstone have a config fo rthat

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i forget

crisp relic
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I'd give that a try to see if it's specific seeds crashing, or at least if some crash more often than others

crisp relic
marble scaffold
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ok cool

crisp relic
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I usually like to test on the first 5 seeds or so to verify the Loadstone dungeon is the same as the Vanilla dungeon across all vanilla dungeon flows

marble scaffold
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good guess on it being related to seeds, but it doesn't seem to be the magic bullet

crisp relic
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I thought that might be the case

marble scaffold
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i landed 5 times on seed 70251852 (the same one from the crash log above) and got 2 crashes in a row, but then 3 loaded just fine

crisp relic
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my guess is that it's a race condition between PathfindingLib and Loadstone. Some seeds might crash more often than others, but I'm guessing it'd be system dependent. If it is a race condition though, I wonder if reducing the number of cores the game can use might change the behaviour, or if changing the process priority could have any effect

livid kelp
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CullFactory can also allow seed consistency

crisp relic
alpine silo
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I don't think the issue is a lack of a lock, though, it's gonna lock in NavMeshManager::Update() anyway

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there's multiple layers of protection

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mainly to ensure I'm not locking/unlocking multiple times in a frame

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I gotta write up a transpiler for RuntimeIcons and then I can do some PathfindingLib testing if I'm done in time

livid kelp
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The seed method did work

alpine silo
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oh that's good if it's reproducible

livid kelp
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Same seed as my crash log had

alpine silo
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more likely it would corrupt a random method and cause that to crash every time it's called

livid kelp
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Hope this helps Adi, I had the build you sent me imported

crisp relic
crisp relic
# livid kelp

it looks like this crash happened when LC ran its own navmesh generation for the outside terrain. The other crashes were both for the inside dungeon

livid kelp
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Interesting

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LMAO

crisp relic
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this crash is also a PathfindingLib stacktrace

livid kelp
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So yeah it's prolly stemming from PathfindingLib

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@alpine silo

alpine silo
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no need to ping me lol

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like I said, I'll look at it in a little bit

crisp relic
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could you try disabling async navmesh and landing a handful of times? If this seed is crashing consistently for you, we might be able to verify for sure that it's related to async navmesh

livid kelp
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Sorry didn't know if you were still monitoring the thread since you're working on runtime icons

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XD

alpine silo
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it's not really new information, I'm 90% sure it's an issue with something I'm doing in carving

crisp relic
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fair enough

livid kelp
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Testing rq with AsyncNavmesh off, but if it's PathfindingLib it should repro either way

alpine silo
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the fact it seems to happen more on dine makes me wonder if it's caused by some carving obstacle outside

livid kelp
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I'm having this on a modded moon in my test profile

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Kiri

crisp relic
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I've seen two crashes in the dungeon navmesh and one in the outside navmesh

livid kelp
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LMAO it crashed even quicker with it off

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LOOOOOOLLLL

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Right after lever pull

crisp relic
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interesting

livid kelp
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At this point I wonder

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will it crash without loadstone as a whole

crisp relic
livid kelp
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I think it crashed before PathfindingLib could log it's stuff tbh

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Cus I originally had this crash without SBT enabled

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With loadstone off it landed

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Lol

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Weird

crisp relic
# livid kelp

it looks like its crashing while trying to find a game object?

livid kelp
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Oh well this is interesting

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I got it stuck on a seed

crisp relic
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(also, I'm seeing some noteworthy performance issues in SBT. It should be negligible, but it shouldn't be running Find() multiple times a frame)

livid kelp
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I somehow exploded LLL, dunno if this is paco's fault or some interior being fucky though but I did inform him

crisp relic
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like I said, it should be negligible, but on lower end systems it might become noticeable

livid kelp
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Yeah without loadstone it never crashes

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Interesting

alpine silo
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the unpredictable nature of the stack traces makes me think it is a write out of bounds

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I suspect it is pretty likely in the carving code, so if I can repro, I'll try disabling that patch and see if it helps

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once I finish with RuntimeIcons

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(which I appear to have just done)

crisp relic
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it's an oob memory read
EXCEPTION_ACCESS_VIOLATION_READ according to the dump

livid kelp
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and it crashed twice as quick

alpine silo
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right, but that is probably a secondary to the cause

livid kelp
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Possible yeah

crisp relic
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I'd guess it just crashed in the dungeon instead of the exterior like it did last time

alpine silo
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the segfault is probably happening because some memory that is used as a pointer got overwritten if I had to guess

livid kelp
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Oh hey yeah PathfindingLib

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Crash without Loadstone

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Loadstone causing the crashes officially debunked

crisp relic
livid kelp
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LOL I crashed landing on Experimentation

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AHAHAHA

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GG

alpine silo
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sucks that I didn't have time to test it thoroughly

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this sudden update was not convenient lol

small pilot
crisp relic
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the best way is always going to be the Unity profiler, but yeah it's annoying to set up
other than that, BepInEx has a generic profiler mod you can add, but it's very laggy and just outputs a raw CSV file, or you can collect your own profiling information

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I tend use a combination of the Unity profiler and custom profiling info. I use the Unity profiler for my own research and testing, and I have custom profiling set up for key parts of Loadstone to help debug weird performance issues that some users have reported in the past

livid kelp
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I just crash when trying to land on Experimentation

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LMAO

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What the fuck

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πŸ˜‚

small pilot
crisp relic
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yeaah

livid kelp
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Got a succesful land on Experimentation by turning off CullFactory, prolly rng but yay

alpine silo
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ok I'm trying for repro now, do we have consistent steps on a profile that doesn't have 100+ mods?

alpine silo
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you can use a blank project

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probably doesn't even necessarily need the same version

small pilot
alpine silo
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like I said, just use a blank project

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or just don't add mod assemblies

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it doesn't need them, neither for normal profile nor deep profile

small pilot
alpine silo
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oh

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yes

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sorry lol I hadn't even considered you might be doing that

small pilot
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yeah I figured there was a way to do it I'm just not familiar with how because I've only seen the profiler in editor contexts

marble scaffold
alpine silo
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results in the editor will be very skewed so you absolutely want to do this

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tyty

small pilot
alpine silo
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I tried a few things I suspected might trigger it to no dice

marble scaffold
# livid kelp LOL I crashed landing on Experimentation

if lunx is getting crashes on experimentation, it might be possible to:

  1. install just imperium + loadstone + pathfindinglagfix (+dependencies)
  2. create a new save
  3. land the ship (maybe set a specific seed first?)
  4. rinse/repeat until something happens
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theoretically you might even be able to get it with just pathfindinglib

alpine silo
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yeah ideally it's with only PathfindingLib to remove all other variables

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if we get repro I suspect a set seed will trigger it, so CullFactory might be useful too, and I don't expect that to cause any instability

marble scaffold
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at least earlier i was getting inconsistent repro for set seed

alpine silo
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oh huh

marble scaffold
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the same seed 5 times crashed twice in a row and then was fine 3 times in a row

alpine silo
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race condition yippeee

marble scaffold
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so idk

livid kelp
marble scaffold
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oh i guess i missed that

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well, in that case...

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you aren't using imperium either, yes? so it ought to be possible with just pathfindinglib and a dream

livid kelp
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Prolly yeah

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or PathfindingLib + CullFactory cus I did stop the crashing by turning off CullFactory but that may have been rng

marble scaffold
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i assume pathfindinglib is still doing stuff behind the scenes, even if nothing is using it, but just want to check

alpine silo
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gave it a good few tries on dine without, gonna try with now

marble scaffold
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every time ive been trying for this bug, i've done a full restart after landing for the first time

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im gonna go check on my test profile if i can get the crash on a second or third landing

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because it will make trying for the crash way faster if i can just exit to title and try again

alpine silo
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yee

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so nothing with PathfindingLagFix just yet either, and I also tested my script to lock and unlock all the doors in the level repeatedly, and nothing broke there either

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so carving may not be the issue after all (somehow)

marble scaffold
marble scaffold
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and im not setting a seed either

alpine silo
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classic

marble scaffold
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wow

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only took me 6 tries!

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ok yep that's a crash on third landing

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i guess i'll keep trying my dine save

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if i can get a dine repro with just pathfindinglib, maybe i will try it on the other planets after

alpine silo
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yeah main thing I'm hoping for is a seed to plug into CullFactory

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but I still have no repro on my end :(

marble scaffold
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like, i dont know if any of the 30 other mods im using actually cause the issue, but just having 30 more mods to process is possibly changing conditions enough for the actual underlying issue to happen..

alpine silo
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maybe

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I would think it's unlikely, since PathfindingLib doesn't do any threading on its own

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but if Unity itself has some new threading then uh oh

marble scaffold
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ok, im not getting it either after a dozen tries with just lib... i guess i will start adding stuff and going down the rabbit hole then

plain jay
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@crisp relic Is loadstone working in v73

crisp relic
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it's working perfectly in v73 as far as I'm aware

marble scaffold
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beware using it with pathfindinglib

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it appears pathfindinglib has a potential crash bug that loadstone makes easier to replicate (although i don't think loadstone itself has any problems)

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loadstone itself seems to work fine, and the crash itself is pretty inconsistent, but to be safe i'd be careful mixing the two

rain plinth
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I know there used to be issues with desync between clients having different interiors, are there still issues with this? And are there any known incompats?

livid kelp
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@crisp relic Got a bug to report

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If you have Loadstone and a ship mod that regens navmesh such as BiggerShip the game crashes when landing on any of Starlancer's Moons

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I would assume this isn't really your fault since it's only his moons but could be worth looking into regardless to see what might be going on

crisp relic
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My best guess is that my mod is in the middle of generating a new navmesh, then the other mod generates it's navmesh synchronously, allowing it to start and end it's navmesh generation while Loadstone is generating the same navmesh, which potentially corrupts the navmesh data. I might be able to make a workaround for the issue, though it would effectively disable async navmesh in Loadstone whenever a mod re-generates the navmesh

crisp relic
river sinew
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Isn't there something weird with one of Wesley's interior's lighting going green? Thought you needed to blacklist one

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Yeah, blacklisting MuseumInteriorFlow unless that's not still needed

livid kelp
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That is still needed yeah

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@crisp relic When you fix the navmesh issue you probably should just internally blacklist that interior

crisp relic
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I'll try to look into that issue one more time, and I'll just add it as a default to the blacklist if I can't figure it out

livid kelp
crisp relic
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AsyncNavmesh is a fairly minor improvement. It saves a few tenths of a second and smooths out two specific major lag spikes during level loads

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Perhaps I should label different settings based on their expected performance and smoothness impact

livid kelp
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Ahhhh fair, I noticed when I was testing with it off and had navmesh regen on for Solace for example I didn't notice much lag spikes lol but it could depend based on moon and interior

crisp relic
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yeah, it'll depend on how complex the moon's navmesh colliders are
the main purpose of AsyncNavmesh is to reduce lag spikes, but it should also speed up the calculation
unless the regular navmesh calculation also spawns new threads but just waits for them to complete, I haven't actually checked if that's the case or not

balmy prawn
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Looks like dungeon optimization still causes facility desync

livid kelp
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I’ve never had this so I have high doubt it’s Loadstone

balmy prawn
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which mods do you have?

crisp relic
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I have good news
Loadstone is officially being deprecated for the next release of Lethal Company. The new beta just released, and every single feature Loadstone provides is now natively implemented in v80, including some extra features that I never got around to adding. Loading into a level in v80 in vanilla should be smoother than any version of Loadstone ever was

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I'll keep the mod up on thunderstore for anyone who continues to play old versions of the game, but it will not be receiving an update for v80

latent linden
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First mod shot to dead

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Jk, i know it's practixally implemented in vanilla lol

crisp relic
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I've marked the Unstable Beta as deprecated, and archived the github repository. I'll leave the standard version of the mod undeprecated until v80 gets a non-beta release

crisp relic
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ok, small correction, I did find one change from Loadstone that isn't in v80, but honestly I don't blame Zeekers for not implementing it
the AsyncNavmesh setting in Loadstone still isn't implemented in v80
it fixes a couple small hitches during level gen, but it's really a feature missing from Unity's navmesh system, it's not something a game dev should have to manually implement like I did in Loadstone

marble scaffold
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zeekerss was running into navmesh generation issues before v80 launched

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so it's possible he tried and disabled it later

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unless you're saying you wrote custom code for it and it's not a dungen feature

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in which case NVM

crisp relic
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I had to do reflection shenanigans to make NavMeshSurface.BuildNavMesh not be a blocking task

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there should just be a NavMeshSurface.BuildNavMeshAsync or something similar that handles that use case, but no such method exists. You have to implement it yourself, and the data you need is stored in private variables

wanton lance
crisp relic
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fair point
loading music wasn't added either as far as I know

prime wren
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Are we sure Loadstone isn't still better than the vanilla implementation? It could be due to not having any other performance mods, but I swear loading into a moon in v81 takes more than twice the time Loadstone does

turbid cargo
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vanilla is better

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for the mostpart

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only one feature vanilla didnt take bc

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it was kinda risky

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I could imagine lacking other perf mods

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could be slowing ya down

prime wren
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Yeah probably so

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It was honestly surprising how much, even with the performance updates I was running ultra-performance and medium textures and getting worse FPS than before

turbid cargo
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vanilla loadstone

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was way more seemless

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or at least more often seemless

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only a few rounds had the stutter loadstone had

crisp relic
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Vanilla forces the equivalent of Loadstone's Dungeon Target Frametime all the way down to 1ms, which is probably why it takes a bit longer, and also a big reason why it's smoother
I was targeting 20ms, and I also tweaked the logic of how that 20ms is measured to make sure lower end systems were still spending enough time building the interior so it didn't take a very long time for the interior to build

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DunGen also implemented object pooling logic, which will help significantly for Facility interiors specifically. Zeekers uses a system called ProBuilder, which should be baked before building a release for the game, but every tile in Facility isn't baked, meaning it has to recalculate the mesh every time a new tile spawns. With object pooling though, it can re-use old tiles, which means that lag from ProBuilder now only really happens the first time you land at a facility interior, not every single time you load a facility interior

crisp relic
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v80 has just gone to the stable branch on steam, so I have now deprecated the primary version of Loadstone as well. It's still usable and helpful on previous versions of the game, but no longer provides enough functionality to warrant keeping it around in the new version. I might extract the async navmesh logic into its own separate mod eventually, but it would have a relatively minimal impact on stutter and overall performance in most cases

weary garden
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This is the best way a mod can die
Thank you Adi 🫑

crisp relic
crisp relic
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True
I'm finay free from figuring out that one really rare desync bug :3

river sinew
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I wonder if Wesley's Art Gallery lights are going to be funky in vanilla πŸ€”

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or, not "vanilla" but you know what I mean

lethal pebble
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- Loadstone is no longer needed and has been deprecated, do NOT use loadstone
modern elbow
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Are you still considering separating the async navmesh module into its own mod? I would love to list it as a dependency for the moon I'm working on since it drastically reduces the loading time

covert phoenix
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Could you make a mod that just adds the loading music? I think that'd be cool.
-# ||I'm assuming that the loading music wasn't added to vanilla but I don't know I haven't played v80 yet.||

wanton lance
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If Adi makes a separate thing for it though then i'd just use that as well

covert phoenix
wanton lance
wanton lance
balmy prawn
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It will be cool if we could change that setting that in vanilla is set to 1ms

wanton lance
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yeah, in my pack i cranked it up to increase the load time a bit but to also make it smoother

wanton lance
covert phoenix
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Awesome!

covert phoenix
covert phoenix
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Actually, on further testing, it seems that once a loading song plays, it can never change again. This affects both randomness and different conditions, so even your ZetasLoadingMusic mod won't work properly.

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I'm not sure what causes this but it also affects the ShipLanding sound from vanilla (plays while a moon is loading) so it could be a loadorcsSoundAPI issue maybe but idk

wanton lance
covert phoenix
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Very strange. The only evidence I have beyond what's happening is that soundAPI is having some issue (and by issue I mean one error during startup) with lethal level loader which I'll post about on that thread later. Deterministic randomness shouldn't be the problem because other random sounds seem to work fine.

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And yeah even non-random sounds, like your soundpack, won't switch songs. Like if I land on a clear moon, and then travel and land on an eclipse moon, it'll still play the clear moon's music.

covert phoenix
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I've made a completely new profile with only your mod and it's dependencies. I went to Offense which was stormy and it played the stormy music. Then I went back up and I went to March which was clear, but it played the stormy music again. Both times I've got this error though.

wanton lance